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Fixed
Fixed in 6000.0.46f1, 6000.1.0b14, 6000.2.0a9
Votes
2
Found in
6000.0.39f1
6000.1.0b7
6000.2.0a4
Issue ID
UUM-99020
Regression
Yes
Additional Light shadows do not appear when custom shaders are used
How to reproduce:
1. Open the attached “IN-95392_URPAdditionalLightBug“ project
2. Open the “SampleScene“ and enter Scene View
3. Observe the result
Expected result: “Cube“ GameObject receives shadows from “Point Light“ GameObject
Actual result: “Cube“ GameObject does not receive shadows from “Point Light“ GameObject
Reproducible with: 6000.0.35f1, 6000.0.39f1, 6000.1.0b7, 6000.2.0a4
Not reproducible with: 2022.3.58f1, 6000.0.34f1
Reproducible on: MacOS 15.3 (M4), Windows 10 (by user)
Not reproducible on: No other environments tested
Note:
- Reproducible in Player
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Resolution Note:
The the shadow texture is not set during the rendering of the opaque object. To do this you would have to set the shadow texture before drawing the opaque objects. This doesn't happen automatically because you are using unlit. You could try to do this using a renderer feature after the shadows are done rendering.
Resolution Note (fix version 6000.2.0a9):
Looks like there was a typo in an earlier PR, creating a discrepancy on the behavior of two overloaded functions.
This PR fixes the discrepancy, but please note that the actual behavior of the AdditionalLightRealtimeShadow function in Unlit materials is undefined (but it currently works as before and as the user expects).
Resolution Note (fix version 6000.1.0b14):
Looks like there was a typo in an earlier PR, creating a discrepancy on the behavior of two overloaded functions (AdditionalLightRealtimeShadow). This PR fixes the discrepancy, but please note that the actual behavior of the AdditionalLightRealtimeShadow function in Unlit materials is undefined (but it currently works as before and as the user expects).
Resolution Note (fix version 6000.0.46f1):
Looks like there was a typo in an earlier PR, creating a discrepancy on the behavior of two overloaded functions (AdditionalLightRealtimeShadow). This PR fixes the discrepancy, but please note that the actual behavior of the AdditionalLightRealtimeShadow function in Unlit materials is undefined (but it currently works as before and as the user expects).